Super Smash Bros. 4

Ike (SSB4): Difference between revisions

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==Changes from ''Brawl''==
==Changes from ''Brawl''==
Ike was notably buffed overall as of update [[1.1.1]] in ''SSB4''. Although Ike retains his raw power, most of his attacks have been weakened. To further compound this, his attacks now have shorter range. He also lost his effective jab cancel and thus, an effective way to rack up damage. However, these nerfs are largely mitigated by the significant improvements to his combo game and recovery options, lessened lag (start-up, ending and landing) to most of his attacks, and his successful adaptation to the general gameplay changes brought about by ''SSB4''. Ike's tournament representation was originally lackluster, although his many buffs through patches have gradually improved his representation and results, as can be seen with [[The Big House 5]] and [[MLG 2015]] with three Ike players placing in the Top 25 in the former.
Ike initially received a mix of [[buff]]s and [[nerf]]s in the transition from ''Brawl'' to ''SSB4''. Although Ike retains his raw power, most of his attacks have been weakened. To further compound this, his attacks now have shorter range. He also lost his effective jab cancel and thus, an effective way to rack up damage. However, these nerfs are largely mitigated by the significant improvements to his combo game and recovery options, lessened lag (start-up, ending and landing) to most of his attacks, and his successful adaptation to the general gameplay changes brought about by ''SSB4''. Ike's tournament representation was initially lackluster, although the numerous buffs he received from game updates have gradually improved his representation and results, such as his three Ike players placing in the Top 25 at [[The Big House 5]] and {{Sm|Ryo}} coming in seventh at [[MLG World Finals 2015]].


===Aesthetics===
===Aesthetics===
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===Ground attacks===
===Ground attacks===
*{{buff|[[Neutral attack]] transitions into its later hits faster.}}
*{{buff|[[Neutral attack]] transitions into its later hits faster.}}
*{{nerf|Neutral attack deals 5% less damage (16% → 11%) and hits 1 and 2 have increased cooldown ([[interruptibility]] frame 17 → 24 (hit 1), interruptibility frame 20 → 28 (hit 2)), the latter of which takes away his effective [[jab cancel]]. Hit 1 has slightly slower start-up (frame 3 → 4), and hit 3 has lost all of its KOing potential.}}
*{{nerf|Neutral attack deals 5% less damage (16% → 11%) and it first and second hits have increased cooldown ([[interruptibility]] frame 17 → 24 (hit 1), interruptibility frame 20 → 28 (hit 2)), the latter of which takes away his effective [[jab cancel]]. Hit 1 has slightly slower start-up (frame 3 → 4), and hit 3 has lost all of its KOing potential.}}
*{{buff|[[Dash attack]] deals 6% more damage (8% → 14%), has reduced start-up (frame 18 → 15) and increased knockback growth (70 → 78). The attack has a new 9% late hitbox, which lasts 3 extra frames with strength that still overtakes the previous dash attack's knockback (70 base/70 growth → 60/100).}}
*{{buff|[[Dash attack]] deals 6% more damage (8% → 14%), has decreased start-up (frame 18 → 15) and increased knockback growth (70 → 78).}}
*{{buff|[[Forward tilt]] has reduced start-up (frame 17 → 13) with significantly less [[cooldown]] (interruptibility frame 56 → 42).}}
*{{buff|Dash attack has a new 9% late hitbox, which lasts 3 extra frames with strength that still overtakes the previous dash attack's knockback (70 base/70 growth → 60/100).}}
*{{buff|[[Forward tilt]] has decreased start-up (frame 17 → 13) and decreased [[cooldown]] (interruptibility frame 56 → 42).}}
*{{nerf|Forward tilt deals 2.5% less damage (15% → 12.5%) and decreased knockback (38 base/100 growth → 30/97).}}
*{{nerf|Forward tilt deals 2.5% less damage (15% → 12.5%) and decreased knockback (38 base/100 growth → 30/97).}}
*{{buff|[[Up tilt]] deals 2% more damage (12% → 14%), has reduced start-up (frame 13 → 11) and slightly less cooldown (interruptibility fram 50 → 48).}}
*{{buff|[[Up tilt]] deals 2% more damage (12% → 14%), has decreased start-up (frame 13 → 11) and decreased cooldown (interruptibility fram 50 → 48).}}
*{{nerf|Up tilt has decreased base knockback (70 → 50), KOing 20% later. The weak hit also has reduced active frames (14 frames → 8).}}
*{{nerf|Up tilt has decreased base knockback (70 → 50), KOing 20% later. The weak hit also has reduced active frames (14 frames → 8).}}
*{{buff|[[Down tilt]] has significantly reduced start-up (frame 16 → 7) with drastically less cooldown (interruptibility frame 55 → 29). All hitboxes have a consistent 80° trajectory, which grants Ike reliable follow-ups at low to medium percents.}}
*{{buff|[[Down tilt]] has decreased start-up (frame 16 → 7) with decreased cooldown (interruptibility frame 55 → 29). All hitboxes have a consistent 80° trajectory, which grants Ike reliable follow-ups at low to medium percents.}}
*{{nerf|Down tilt deals 6% less damage (14% → 8%) and can no longer [[meteor smash]].}}
*{{nerf|Down tilt deals 6% less damage (14% → 8%) and can no longer [[meteor smash]].}}
*{{buff|[[Forward smash]] has an additional active frame, increasing its reliability against aerial opponents.}}
*{{buff|[[Forward smash]] has an additional active frame, increasing its reliability against aerial opponents.}}
*{{nerf|Forward smash is weaker (50 base/100 growth → 40/90), going from the second strongest forward smash in ''Brawl'' to the fifth strongest forward smash in ''SSB4''. It also has increased cooldown (interruptibility frame 80 → 84).}}
*{{nerf|Forward smash has decreased knockback (50 base/100 growth → 40/90), going from the second strongest forward smash in ''Brawl'' to the fifth strongest forward smash in ''SSB4''. It also has increased cooldown (interruptibility frame 80 → 84).}}
*{{buff|[[Down smash]] deals 1% more damage (13%/17% → 14%/18%) with increased base knockback (30 → 40). It also sends opponents at a more horizontal angle.}}
*{{buff|[[Down smash]] deals 1% more damage (13%/17% → 14%/18%) with increased base knockback (30 → 40). It also sends opponents at a more horizontal angle.}}
*{{nerf|The late hit of down smash's second swing has reduced active frames (9 frames → 3).}}
*{{nerf|The late hit of down smash's second swing has reduced active frames (9 frames → 3).}}
*{{buff|[[Up smash]] has more knockback growth (85 → 86).}}
*{{buff|[[Up smash]] has increased knockback growth (85 → 86).}}


===Aerial attacks===
===Aerial attacks===
*{{buff|Every aerial attack has lost its [[transcendent]] priority, which allows Ike to cancel out non transcendent projectiles.}}
*{{buff|Every aerial attack has lost its [[transcendent]] priority, which allows Ike to cancel out non transcendent projectiles.}}
*{{buff|Forward, back, up, and down aerials have reduced landing lag (22 frames → 18 (forward), 22 frames → 19 (back), 19 frames → 16 (up), 29 frames → 23 (back)).}}
*{{buff|Forward, back, up, and down aerials have decreased landing lag (22 frames → 18 (forward), 22 frames → 19 (back), 19 frames → 16 (up), 29 frames → 23 (back)).}}
*{{buff|Neutral aerial has reduced start-up (frame 15 → 12) and less cooldown in the air (interruptibility frame 76 → 60). This allows Ike to successfully recover if a player accidentally presses the attack button while being pushed off-stage.}}
*{{buff|Neutral aerial has decreased start-up (frame 15 → 12) and less cooldown in midair (interruptibility frame 76 → 60). This allows Ike to successfully recover if a player accidentally presses the attack button while being pushed off-stage.}}
*{{nerf|Neutral aerial has a sourspot at the end that deals 6% damage. It also has 1 frame of extra landing lag (13 frames → 14).}}
*{{nerf|Neutral aerial has a sourspot at the end that deals 6% damage. It also has 1 frame of extra landing lag (13 frames → 14).}}
*{{change|Forward aerial has a new animation with increased range above Ike, but decreased range below him.}}
*{{change|Forward aerial has a new animation with increased range above Ike, but decreased range below him.}}
*{{buff|Forward aerial has significantly reduced start-up (frame 18 → 12), less cooldown in the air (interruptibility frame 60 → 55) and can now [[auto-cancel]] from a short hop.}}
*{{buff|Forward aerial has significantly reduced start-up (frame 18 → 12), less cooldown in the air (interruptibility frame 60 → 55) and can now [[auto-cancel]] from a short hop.}}
*{{nerf|Forward aerial deals 1% less damage (13% → 12%) although its base knockback has been compensated (20 → 30).}}
*{{nerf|Forward aerial deals 1% less damage (13% → 12%), although its base knockback has been compensated (20 → 30).}}
*{{buff|Up aerial has reduced start-up (frame 15 → 13).}}
*{{buff|Up aerial has decreased start-up (frame 15 → 13).}}
*{{nerf|Up aerial deals 3% less damage (14% → 11%), which notably reduces its KOing potential. Its knockback was not compensated enough (40 base/100 growth → 55/94), though it still remains one of the strongest up aerials in ''SSB4''.}}
*{{nerf|Up aerial deals 3% less damage (14% → 11%), which notably reduces its KOing potential. Its knockback was not compensated enough (40 base/100 growth → 55/94), though it still remains one of the strongest up aerials in ''SSB4''.}}
*{{nerf|Down aerial deals 1% less damage (16% → 15%) with reduced based knockback (40 → 30), has a non-meteor sourspot, and has lost its lingering hitbox.}}
*{{nerf|Down aerial deals 1% less damage (16% → 15%), decreased base knockback (40 → 30), has a non-meteor sourspot, and has lost its lingering hitbox.}}


===Throws/other attacks===
===Throws/other attacks===
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*{{change|Forward throw has increased knockback.}}
*{{change|Forward throw has increased knockback.}}
*{{nerf|Back throw has increased knockback, which no longer allows Ike to follow up with a dash attack.}}
*{{nerf|Back throw has increased knockback, which no longer allows Ike to follow up with a dash attack.}}
*{{buff|Up throw has reduced cooldown, making it an effective combo starter.}}
*{{buff|Up throw has decreased cooldown, making it an effective combo starter.}}
*{{buff|The removal of hitstun cancelling increases down throw and up throw's follow-up capabilities from zero to medium percents.}}
*{{buff|The removal of hitstun cancelling increases down throw and up throw's follow-up capabilities from zero to medium percents.}}


===Special moves===
===Special moves===
*{{buff|An uncharged [[Eruption]] deals 1% more damage (9% → 10%). Ike is also able to release a fully charged Eruption without taking any recoil damage and Eruption reaches the fully charged stage faster.}}
*{{buff|Uncharged [[Eruption]] deals 1% more damage (9% → 10%). Ike is also able to release a fully charged Eruption without taking any recoil damage and Eruption reaches a full charge faster.}}
*{{nerf|The first eight stages of Eruption deal much less damage and a fully charged one deals 2% less damage (37% → 35%) at the bottom. Eruption deals significantly less knockback overall, resulting in it no longer scoring [[one-hit KO]]s and now KOing around 50%-100%. An uncharged Eruption has also lost its [[super armor]] frames.}}
*{{nerf|The first eight stages of Eruption deal much less damage and a fully charged Eruption deals 2% less damage (37% → 35%) at the bottom. Eruption also has decreased knockback, resulting in it no longer scoring [[one-hit KO]]s and now KOing around 50%-100%. Uncharged Eruption has also lost its [[super armor]] frames.}}
*{{buff|[[Quick Draw]] has less start-up and landing lag, increased knockback (50 base/88 growth → 70/88), covers more distance and no longer leaves Ike in a [[helpless]] state for a short amount of time when it hits an opponent.}}
*{{buff|[[Quick Draw]] has decreased start-up and landing lag, increased knockback (50 base/88 growth → 70/88), covers more distance and no longer leaves Ike in a [[helpless]] state for a short amount of time when it hits an opponent.}}
*{{nerf|Quick Draw deals 3% less damage (9%/16% → 6%/13%) and its ending lag without hitting anyone is significantly increased, no longer allowing Ike to follow up with an attack immediately after dashing.}}
*{{nerf|Quick Draw deals 3% less damage (9%/16% → 6%/13%) and its ending lag without hitting anyone is increased, no longer allowing Ike to follow up with an attack immediately after dashing.}}
*{{buff|[[Counter]] comes out faster.}}
*{{buff|[[Counter]] comes out faster.}}
*{{change|Counter has new sound effects.}}
*{{nerf|[[Aether]] deals 5% less damage (25% → 20%) and has less super armor frames (frames 18-38 → 18-21). It can now only meteor smash at the start of the descent and can no longer grab edges from behind.}}
*{{nerf|[[Aether]] deals 5% less damage (25% → 20%) and has less super armor frames (frames 18-38 → 18-21). It can now only meteor smash at the start of the descent and can no longer grab edges from behind.}}
*{{change|Aether no longer sends Ike forwards without player input. In ''Brawl'', it would send him a short distance forwards.}}
*{{change|Aether no longer sends Ike forward without player input. In ''Brawl'', it would send him a short distance forwards.}}
*{{change|Counter has new sound effects.}}
*{{nerf|[[Great Aether]] deals 18% less damage (78% → 60%).}}
*{{nerf|[[Great Aether]] deals 18% less damage (78% → 60%).}}



Revision as of 13:38, October 23, 2015

This article is about Ike's appearance in Super Smash Bros. 4. For the character in other contexts, see Ike.
Ike
in Super Smash Bros. 4
Ike
FireEmblemSymbol.svg
Universe Fire Emblem
Other playable appearance in Brawl


Availability Starter
Final Smash Great Aether
Ike (SSB4)

Ike (アイク, Ike) returns as a playable character in Super Smash Bros. 4. He was announced on May 23rd, 2014, in a Director's Room Miiverse post, which was the same day that Fire Emblem: The Sacred Stones was released in North America back in 2005.

Ike is once again voiced by Michihiko Hagi in the Japanese version, and by Jason Adkins in non-Japanese versions, using the same voice clips from Brawl.

Attributes

Ike is no longer one of the slowest characters in the game, although much of his playstyle remains unchanged: a heavyweight with slow, but incredibly powerful attacks. He has been buffed in areas to compliment his aforementioned playstyle, with him having much better mobility than before in his ground and air speeds, as well as his jumps being improved. In addition, some of his attacks have reduced start-up and ending lag but deal less damage to compensate, improving some of his moves such as his forward tilt and aerials, giving him new combo potential while toning down some of the overwhelming power he possessed in the previous game. His smash attacks, however, have been virtually unchanged: they are still some of the strongest smash attacks in the game and punishable if whiffed or used without consideration. Due to this, Ike still mainly relies on reads in order to KO his opponents with his smash attacks.

Additionally, while Ike's range was decreased, his is still among the best in the game, with only a few characters like Shulk outclassing him in this aspect. This means he can still effectively space out opponents with his far reaching moves like forward tilt and forward air, perhaps even better than before because of the significant buffs to his attack speed.

Ike's combo game has also greatly improved, with his down tilt, neutral air, down, and up throws being excellent combo starters, as they combo into his aerials and tilts. With these combos at Ike's disposal, he can easily rack damage on his opponent and lead into a KO if his opponent is not careful.

While his specials were nerfed, except for Counter, they still have their uses. Eruption, despite losing its super armor frames when uncharged, is still effective for edge-guarding and can put Ike's opponent in a tough spot due to its flames covering more vertical distance the longer Ike charges it. Quick Draw is now stronger, has faster start-up, less landing lag and is not only a recovery move, but a faster alternative to running and can quickly catch up to Ike's opponents if they DI away. Aether is Ike's main recovery move. Aether is a mainly vertical, multi-hitting move that can clip through stages to deal extra damage on Ike's opponents. It can also spike opponents that are stuck in it throughout the duration of this move. Aether retains its super armor frames, although it has less than before. Counter allows Ike to attack his opponents back if they hit him throughout the duration of it. Depending on how strong the hit, Ike will attack back with 1.2x the damage and can KO the opponent if the opponent's attack is powerful enough. Ike can still get grabbed during the Counter and can be punished if the opponent reads Ike and successfully baits it.

Ike is one of the more potent edge-guarders in the game, with Eruption and his forward aerial being good options against predictable recoveries and the introduction of edge-stealing allows him to effectively use his fast and strong back aerial to score early KOs. The additional landing lag for air dodging allows Ike to threaten and punish bad decisions with his strong attacks. As a heavy character, he also benefits from the rage mechanic, increasing his already strong knockback even further and allowing him to survive many attacks with proper DI even at high percentages.

Despite Ike's increased speed, he still is heavily outmatched by the game's faster characters, such as Sonic and Zero Suit Samus. While this is not only a very common problem among heavyweights, Ike's problems with speedy characters is further compounded by his small number of fast attacks and virtual lack of good out of shield options. If Ike does not play safer and fight these opponents with caution, they can easily deal quick and easy damage on him, leading to an early KO. Additionally Ike's recovery, while providing decent distance, is very predictable and easily gimped. Moves that send him at a semi spike angle are particularly dangerous, as he has almost no diagonal recovery.

With custom moves on, Ike does gain some benefits. Furious Eruption and Tempest improve his already good edge-guarding ability. Furious Eruption is stronger, has more vertical distance and launches foes upwards, making it very good on stages with low ceilings. Tempest charges faster and generates a windbox that pushes opponents far and is able to gimp recoveries. Tempest also stalls Ike in the air which can aid Ike's recovery if used correctly. Close Combat has Priority allowing it to ignore projectiles and shields which helps Ike when recovering. Aether Drive grants him another horizontal recovery at the the cost of vertical distance. Paralyzing Counter allows Ike stun the opponent allowing for a follow-up attack, at the cost of his counter being significantly weaker.

Changes from Brawl

Ike initially received a mix of buffs and nerfs in the transition from Brawl to SSB4. Although Ike retains his raw power, most of his attacks have been weakened. To further compound this, his attacks now have shorter range. He also lost his effective jab cancel and thus, an effective way to rack up damage. However, these nerfs are largely mitigated by the significant improvements to his combo game and recovery options, lessened lag (start-up, ending and landing) to most of his attacks, and his successful adaptation to the general gameplay changes brought about by SSB4. Ike's tournament representation was initially lackluster, although the numerous buffs he received from game updates have gradually improved his representation and results, such as his three Ike players placing in the Top 25 at The Big House 5 and Ryo coming in seventh at MLG World Finals 2015.

Aesthetics

  • Change Rather than using his design from Fire Emblem: Path of Radiance as was the case in Brawl, his design is now based on his appearance in Path of Radiance's sequel, Radiant Dawn. His eyes are also smaller and more stern.
  • Change Moves that involve the use of flames (Eruption and Great Aether) have changed to be a blue color, which match his Japanese title as the "Hero of the Blue Flames" as well as his empowerment by the goddess Yune during the climax of Radiant Dawn.

Attributes

  • Buff Ike is heavier (105 → 107).
  • Nerf Ike walks slower (0.88 → 0.869).
  • Buff Ike dashes faster (1.371 → 1.5).
  • Buff Ike's air speed was increased (0.9212 → 1.08).
  • Buff Ike's double jump has greater vertical height.
  • Nerf Ike's jumpsquat is 1 frame slower (6 frames → 7).
  • Nerf The majority of Ike's attacks have less reach because of reduced hitbox sizes and altered placements.

Ground attacks

  • Buff Neutral attack transitions into its later hits faster.
  • Nerf Neutral attack deals 5% less damage (16% → 11%) and it first and second hits have increased cooldown (interruptibility frame 17 → 24 (hit 1), interruptibility frame 20 → 28 (hit 2)), the latter of which takes away his effective jab cancel. Hit 1 has slightly slower start-up (frame 3 → 4), and hit 3 has lost all of its KOing potential.
  • Buff Dash attack deals 6% more damage (8% → 14%), has decreased start-up (frame 18 → 15) and increased knockback growth (70 → 78).
  • Buff Dash attack has a new 9% late hitbox, which lasts 3 extra frames with strength that still overtakes the previous dash attack's knockback (70 base/70 growth → 60/100).
  • Buff Forward tilt has decreased start-up (frame 17 → 13) and decreased cooldown (interruptibility frame 56 → 42).
  • Nerf Forward tilt deals 2.5% less damage (15% → 12.5%) and decreased knockback (38 base/100 growth → 30/97).
  • Buff Up tilt deals 2% more damage (12% → 14%), has decreased start-up (frame 13 → 11) and decreased cooldown (interruptibility fram 50 → 48).
  • Nerf Up tilt has decreased base knockback (70 → 50), KOing 20% later. The weak hit also has reduced active frames (14 frames → 8).
  • Buff Down tilt has decreased start-up (frame 16 → 7) with decreased cooldown (interruptibility frame 55 → 29). All hitboxes have a consistent 80° trajectory, which grants Ike reliable follow-ups at low to medium percents.
  • Nerf Down tilt deals 6% less damage (14% → 8%) and can no longer meteor smash.
  • Buff Forward smash has an additional active frame, increasing its reliability against aerial opponents.
  • Nerf Forward smash has decreased knockback (50 base/100 growth → 40/90), going from the second strongest forward smash in Brawl to the fifth strongest forward smash in SSB4. It also has increased cooldown (interruptibility frame 80 → 84).
  • Buff Down smash deals 1% more damage (13%/17% → 14%/18%) with increased base knockback (30 → 40). It also sends opponents at a more horizontal angle.
  • Nerf The late hit of down smash's second swing has reduced active frames (9 frames → 3).
  • Buff Up smash has increased knockback growth (85 → 86).

Aerial attacks

  • Buff Every aerial attack has lost its transcendent priority, which allows Ike to cancel out non transcendent projectiles.
  • Buff Forward, back, up, and down aerials have decreased landing lag (22 frames → 18 (forward), 22 frames → 19 (back), 19 frames → 16 (up), 29 frames → 23 (back)).
  • Buff Neutral aerial has decreased start-up (frame 15 → 12) and less cooldown in midair (interruptibility frame 76 → 60). This allows Ike to successfully recover if a player accidentally presses the attack button while being pushed off-stage.
  • Nerf Neutral aerial has a sourspot at the end that deals 6% damage. It also has 1 frame of extra landing lag (13 frames → 14).
  • Change Forward aerial has a new animation with increased range above Ike, but decreased range below him.
  • Buff Forward aerial has significantly reduced start-up (frame 18 → 12), less cooldown in the air (interruptibility frame 60 → 55) and can now auto-cancel from a short hop.
  • Nerf Forward aerial deals 1% less damage (13% → 12%), although its base knockback has been compensated (20 → 30).
  • Buff Up aerial has decreased start-up (frame 15 → 13).
  • Nerf Up aerial deals 3% less damage (14% → 11%), which notably reduces its KOing potential. Its knockback was not compensated enough (40 base/100 growth → 55/94), though it still remains one of the strongest up aerials in SSB4.
  • Nerf Down aerial deals 1% less damage (16% → 15%), decreased base knockback (40 → 30), has a non-meteor sourspot, and has lost its lingering hitbox.

Throws/other attacks

  • Nerf Ike's grabs have increased cooldown (30 frames → 32 (standing), 40 frames → 41 (dash), 36 frames → 39 (pivot)).
  • Buff Dash grab comes out 2 frames faster.
  • Nerf Pivot grab comes out 2 frames slower.
  • Buff All throws deal 1% more damage (6% → 7%).
  • Change Forward throw has increased knockback.
  • Nerf Back throw has increased knockback, which no longer allows Ike to follow up with a dash attack.
  • Buff Up throw has decreased cooldown, making it an effective combo starter.
  • Buff The removal of hitstun cancelling increases down throw and up throw's follow-up capabilities from zero to medium percents.

Special moves

  • Buff Uncharged Eruption deals 1% more damage (9% → 10%). Ike is also able to release a fully charged Eruption without taking any recoil damage and Eruption reaches a full charge faster.
  • Nerf The first eight stages of Eruption deal much less damage and a fully charged Eruption deals 2% less damage (37% → 35%) at the bottom. Eruption also has decreased knockback, resulting in it no longer scoring one-hit KOs and now KOing around 50%-100%. Uncharged Eruption has also lost its super armor frames.
  • Buff Quick Draw has decreased start-up and landing lag, increased knockback (50 base/88 growth → 70/88), covers more distance and no longer leaves Ike in a helpless state for a short amount of time when it hits an opponent.
  • Nerf Quick Draw deals 3% less damage (9%/16% → 6%/13%) and its ending lag without hitting anyone is increased, no longer allowing Ike to follow up with an attack immediately after dashing.
  • Buff Counter comes out faster.
  • Change Counter has new sound effects.
  • Nerf Aether deals 5% less damage (25% → 20%) and has less super armor frames (frames 18-38 → 18-21). It can now only meteor smash at the start of the descent and can no longer grab edges from behind.
  • Change Aether no longer sends Ike forward without player input. In Brawl, it would send him a short distance forwards.
  • Nerf Great Aether deals 18% less damage (78% → 60%).

Update history

Ike has been considerably buffed via game updates. The most notable game update is 1.0.8, which gave some of his ground attacks and aerial attacks reduced lag, and in some cases, more power. This has lead to many players such as ZeRo to say he is either the best mid-tier character or the worst high-tier character; together with Roy, Ike has some of the best tournament results out of the sword-wielding characters in Smash. The increased shieldstun in update 1.1.1 also helps Ike's sluggish attacks by making them safer on shield, though this comes at the slight price of his out of shield options becoming slightly more situational.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff Neutral attack hit 3 hits one frame earlier: frame 9 → 8. This makes all three hits for his neutral attack connect more reliably.
  • Buff Forward tilt's ending lag decreased.
  • Buff Down tilt deals 1% more damage: 7% → 8%.
  • Buff Down tilt's ending lag slightly decreased.
  • Buff Down tilt now knocks the opponent vertically instead of horizontally, allowing for additional follow-ups.
  • Nerf Down tilt's range slightly decreased.
  • Buff Down smash's horizontal knockback increased.
  • Buff Forward aerial's animation is much faster overall.
  • Buff Forward aerial's hitboxes sizes increased by about 10%.
  • Buff Down aerial's hitbox size increased.
  • Buff Back aerial deals 1% more damage: 13% → 14%.
  • Change Some of Great Aether's hitboxes are now 24% further away from Ike.

Super Smash Bros. 4 1.0.6

  • Bug fix Aether Drive now behaves normally when in slow motion.
  • Buff Counter is stronger.

Super Smash Bros. 4 1.0.8

  • Buff Neutral attack improved. It now transitions faster and the third hit now hits above Ike, matching its animation.
  • Buff Forward tilt's start-up decreased: 15 frames → 12-13.
  • Change Forward tilt has now only one hitbox instead of three: 14% → 12.5% (sweetspot), 12% → 12.5% (sourspot).
  • Buff Up tilt's hitbox lasts longer and its vertical reach increased.
  • Buff Dash attack deals more damage: 10% → 14% (sweetspot), 7% → 11% (sourspot) and 5% → 9%. Its knockback has been increased and it sends opponents at a more horizontal angle, making it another reliable KOing option. It also has less start-up (18 frames → 14-15) and the sweetspot has more reach.
  • Buff Neutral aerial's landing lag decreased: 18 frames → 15.
  • Buff Up aerial's landing lag decreased: 19 frames → 16.
  • Buff Forward aerial's hitbox placements have been improved. It hits better above and below Ike and has 2 less frames of start-up.
  • Buff Forward aerial's landing lag decreased: 20 frames → 19.
  • Buff Down aerial's landing lag decreased: 27 frames → 24.
  • Buff All variations of Quick Draw have less start-up: 19 frames → 16.
  • Change The suction properties of Aether were tweaked in some way.

Super Smash Bros. 4 1.1.0

  • Nerf Up aerial's knockback growth decreased: 100 → 94.
  • Buff Up aerial's base knockback increased: 40 → 55.
  • Change Down throw's collateral hitbox moved forward: -7.0u → -5.0u.

Super Smash Bros. 4 1.1.1

  • Nerf Smash Counter's knockback growth decreased: 100 → 70.
  • Buff Smash Counter's base knockback increased: 48 → 90.
  • Buff Uncharged Tempest deals 4% more damage: 1% → 5%. Its hitboxes also last 2 more frames and the move ends 4 frames faster.
  • Buff Charged and fully charged Tempest's initial windboxes last 2 frames longer and are adjusted slightly backward; later ones last 3 frames longer and the move ends 4 and 2 frames sooner, respectively.
  • Buff Furious Eruption's sweetspot size increased: 7.0u → 8.5u (uncharged), 8.0u → 10.0u (charged), 10u → 12.5u (fully charged). It has also been adjusted upward. Its other hitboxes' durations have been adjusted: 12 frames → 10 (uncharged first), 12 frames → 15 (uncharged second), 16 frames → 14 (charged first), 16 frames → 19 (charged second), 16 frames → 19 (fully charged second).
  • Nerf Fully charged Furious Eruption's first hitbox frame duration decreased: 16 frames → 14.
  • Buff Fully charged Furious Eruption's sourspot size increased: 15u → 16u. It has also been adjusted upward.
  • Change Ike's third victory animation has been slightly changed.

Moveset

  Name Damage Description
Neutral attack   3% A jab followed by forward kick followed by an overhead slash. It has moderate knockback, but is unable to KO at reasonable percents. Ike's fastest attack, as it starts at frame 4, with the forward kick and overhead slash providing a surprising amount of range. A decent out of shield option.
3%
5%
Forward tilt   12.5% Ike leans forward and swings Ragnell horizontally with impressive range, making it a good spacing tool. Moderately slow start-up and cool down but deals good knockback and is a viable KO option. Can be angled.
Up tilt   14% (clean), 10% (late) Ike holds Ragnell parallel to the ground and quickly performs an upward punch in a bunny hop motion. Although it has moderate cooldown, it has good vertical range, decent speed, numerous active frames and is a very powerful KOing option move for a tilt, as it usually KOs around 100%.
Down tilt   8% A slash across the ground. At frame 7, it is Ike's second fastest ground attack with good range and decent cooldown. One of Ike's best combo starters with its 80° trajectory. Moderate knockback scaling hurts its combo ability above medium percents, but will never realistically KO either. Good for edge-guarding as it can hit opponents on the ledge.
Dash attack   14% (clean tip), 11% (clean blade), 9% (late) Ike swings Ragnell upwards after charging forwards. One of the slower dash attacks in the game due to it coming out on frame 15, but it has very impressive range and deals high knockback capable of KOing around 110% when sweetspotted. It can be used to efficiently punish missed techs from a back throw or to cover poor landings, though it has a considerable amount of cooldown.
Forward smash   19% (early), 22% (clean blade), 17% (clean tip) Ike slowly heaves Ragnell over his head before striking with a heavy downwards slash. It is the fifth strongest forward smash in SSB4, while it was previously the second strongest in Brawl. By far one of the slowest forward smashes in the game in both start-up and cooldown. While under the rage mechanic, it can KO nearly as its early as its Brawl version. It has extremely high base knockback, making it almost guaranteed to score a KO if it lands. Although it works best when telegraphing the opponent, the move itself is easily telegraphed too, making it easy to dodge or punish after blocking it.
Up smash   17% (clean), 10% (late) Ike holds Ragnell on his left hand before swinging it 180° over himself. Hits on both sides with very high knockback but slow start-up and cool down (though not as drastic as his forward smash). A reliable KOing option against aerial or rolling opponent, but extremely punishable after being blocked or whiffed. Better at punishing rolls than his down smash because of its much larger range. Has transcendent priority.
Down smash   14% (hit 1), 17% (hit 2 clean), 8% (hit 2 late) Ike does downward slash in front of himself and then behind himself. The first hit has powerful horizontal knockback, while the second hit deals more damage and knockback. Decent for hitting rolling opponents, though his up smash is better suited for this. Ike's fastest smash attack in start-up, although somewhat lacking compared to his other smashes in knockback if the front hit connects. The short range on the back swing also makes it hard to hit rolling opponents and suffers from punishable cooldown like his other smashes. A good KOing option near the edge. Has transcendent priority.
Neutral aerial   9% (clean), 6% (late) Starting from above and in-front, Ike swings Ragnell in an arcing motion around his body which ends behind him. Large amount of active frames and low landing lag makes this one of Ike's better spacing options despite its lower range. Its wide arc that covers almost 360 degrees, 70 degree knockback trajectory, low base knockback and low landing makes it great for combos into grabs, tilts and aerials depending on percent. Has moderate start-up at 12 frames with very high cool down in the air.
Forward aerial   12% An overhead swing downwards that covers the entirety of Ike's front. Capable of hitting above and below, it has decently fast start-up for its high power. Has moderate landing lag but is capable of auto cancelling in a non fast fall short hop.
Back aerial   14% Ike swings Ragnell horizontally behind him with incredible speed. This is Ike's fastest aerial at frame 7 and performs greatly with RAR due to its high KO potential. Impressive range but has a narrow hitbox with little active frames and has very long aerial cooldown. Has moderate landing lag at 19 frames, although it can be auto-cancelled from a short hop.
Up aerial   11% Ike swings Ragnell in a helicopter motion above his head. Lots of active frames with good horizontal coverage, but a narrow vertical hitbox. High KOing potential, especially while under the rage mechanic because of its high base knockback. The hitbox starts behind Ike.
Down aerial   15% Ike performs a downward slash between his legs. Ike's slowest aerial in regards to start-up, due to only having two active frames. It has limited horizontal range, but impressive range below Ike. A very powerful meteor smash when hit with Ragnell's blade during the initial downward swing. Moderately high cooldown and moderately high landing lag.
Grab   An average grab.
Pummel   3% Headbutts opponent. Despite its somewhat slow speed, it is one of the best pummels in the game due to its damage output.
Forward throw   3% (hit 1), 4% (throw) Ike front kicks his opponent forward. It provides virtually no follow-ups unless a foe is thrown off-stage.
Back throw   3% (hit 1), 4% (throw) Shoves the target behind him and reverse roundhouse kicks. At medium percents, if an opponent does not tech, the throw can combo into a dash attack. Launches the opponent at a semi-spike angle, making it reliable for an edge-guard at high percents.
Up throw   3% (hit 1), 4% (throw) Ike shoves Ragnell into the ground and performs an upward double axe handle to launch the opponent into the air. Has moderate base knockback with low scaling at a 87° trajectory. Has good combo potential and can set up into aerials, most notably forward aerial until high percents due to its large vertical hitbox and KOing potential.
Down throw   3% (hit 1), 4% (throw) Ike throws the target to the ground and performs a double foot stomp onto them. Has moderate base knockback at an 80° trajectory with very high scaling. Possesses decent combo potential at low percents and while its high scaling makes it Ike's strongest throw, it will not realistically start to KO up until 160% while under the rage mechanic.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Ike does a rising, spinning slash.
Floor attack (back)
Floor getups (back)
  7% Ike swings Ragnell around his body.
Floor attack (trip)
Floor getups (trip)
  5% Ike does circular swing while getting up.
Edge attack
Edge getups
  8%
Neutral special Default Eruption 10% (uncharged), 35%/28%/26% (fully charged bottom/middle/top) Ike charges Ragnell before thrusting it in the ground, creating a pillar of blue fire. If fully charged, Ike receives 10% recoil damage. The uncharged tip of the blade can meteor smash. High vertical range which increases as the move charges. Uncharged has a longer downward reach untill fully charged. At fully charged the move gives super armor frames upon release. Good for edge-guarding. Has trascendent priority. When fully charged, it can KO as low as 45%.
Custom 1 Tempest 5% (uncharged), 8% (ground fully charged), 14% (air fully charged) Instead of fire, Ike generates a vortex of air around him, generating a windbox that pushes enemies away. Stalls if used in the air which can help recover if used correctly. Excellent for edge-guarding. Tempest also charges faster than the other variations of Eruption.
Custom 2 Furious Eruption 7% (uncharged), 27%/20% (ground fully charged bottom/top), 32%/25% (air fully charged bottom/top) The vertical hitbox of the pillar of fire is larger, especially when charged, but Ike takes 10% recoil damage when charged halfway, and 15% recoil damage when it's fully charged. The move stays out a few frames longer than standard Eruption. Fully charged, the move kills earlier than standard Eruption and knocks them up, vertically with great power. Has transcendent priority. When fully charged, it can KO as low as 30%.
Side special Default Quick Draw 6% uncharged, 13% charged Ike charges himself and then rushes forward upon releasing the charge. If Ike comes into contact with another fighter, he slashes in a similar way to that of the forward tilt. The charge can be held indefinitely. If Ike does not hit, the move has long ending lag. Failing to hit while in midair causes Ike to become helpless.
Custom 1 Close Combat 4% uncharged and fully charged, 7% fully charged (far) Ike performs a shoulder tackle that dashes through opponents rather than slashing the first object he comes in contact with. Deals less damage and opponents are launched upwards. During the dash, Ike is given transcendent priority. Better for recovery than the default version.
Custom 2 Unyielding Blade 7% uncharged, 19% fully charged Deals more damage and Ike has super armor for the duration of the charge and the lunge, but both its range and the speed are decreased.
Up special Default Aether 6% (hit 1 clean), 4% (hit 1 late), 1% (hit 2), 3% (descent), 6% (landing) Ike throws Ragnell upward, launching nearby fighters in the air. Ragnell spins in place, dealing several hits and trapping foes. Then Ike jumps up and grabs Ragnell, followed by a downward slash. Ike has super armor at the start of the move. It offers poor horizontal recovery, but respectable vertical distance and can spike foes if used correctly. All hitboxes except the initial one have trascendent priority, along with its custom specials.
Custom 1 Aether Drive 9% (hit 1 clean), 6% (hit 1 late), 1% (hit 2), 5% (descent), 9% (landing) Ike can throw Ragnell much farther out, but not as high. It offers much greater horizontal recovery at the cost of some vertical recovery.
Custom 2 Aether Wave 6% (hit 1 clean), 4% (hit 1 late), 1% (hit 2), 3% (descent), 10%/8%/6%/4% (landing) Ike releases a shockwave when he slams Ragnell into the ground, but the entire attack deals less damage overall. The entire attack animation is also significantly sped up, which results in little trapping potential.
Down special Default Counter 1.2x damage of countered attacks, 10% minimum Ike holds up Ragnell in a reverse gripped parry position. If Ike is hit shortly after the move begins, he strikes back. Start-up: Frame 9. Duration: 26 frames.
Custom 1 Paralyzing Counter 1% (base) Ike's counter stuns the opponent, allowing for a follow-up attack. The stun duration is longer the higher the opponent's damage percent. However, it has a narrower hit window. Start-up: frame 11. Duration: 13 frames.
Custom 2 Smash Counter 9% (base) Roughly 1.5x damage of countered attacks, 15% minimum When the Counter is triggered, Ike will perform a counterattack after a delay rather than instantly, but the attack deals more damage and knockback and produces a larger hitbox. Due to the delay of this move, opponents can easily avoid it, especially if used in the air, so it is best used against moves that have a lot of endlag. Start-up: frame 11. Duration: 27 frames.
Final Smash Great Aether 5% (hit 1), 2% (hits 2-14), 5% (hit 15), 4% (hit 16), 10% (hit 17) Ike performs a fiery upward slash with Ragnell. If he catches anyone, Ike throws Ragnell into the air along with the opponent, jumps after them, catches Ragnell, and unleashes a devastating combo of slashes and kicks before driving them down to the ground. The impact creates a massive explosion which launches the victims and any bystanders towards the upper blast line.

Taunts

  • Up Taunt: Charges up Ragnell with wind blowing through his cape, grunting loudly.
  • Side Taunt: Holds out Ragnell to his side and says "Prepare yourself!" (覚悟しろ。, Get prepared.)
  • Down Taunt: Slams Ragnell into the ground with a "Hmph", before removing it. Wind also blows through his cape.

Idle Poses

  • Taps Ragnell on his shoulder.
  • Rubs the edge of Ragnell.

Cheer

We-Like-Ike!

On-Screen Appearance

Warps onto the stage using warp magic with a grunt and slashes Ragnell for a brief moment.

Victory Fanfare

This victory theme is a small orchestral cover from the title theme of the first Fire Emblem game, which has since become the main theme of the series. It is shared with Marth, Robin, Lucina, and Roy.

Victory Poses

  • Forcefully plants Ragnell into the ground, then folds his arms, saying "You'll get no sympathy from me."
  • Slashes Ragnell twice and puts it on his shoulder, saying "I fight for my friends."
  • Performs Aether while facing the screen.

In Competitive Play

Official Custom Moveset Project

Character Custom sets available
Ike (SSB4) Ike 2222 2122 2212 2232 3222
3122 3212 3232 2111 3111

Notable Players

Alternate costumes

Ike Palette (SSB4).png
Ike (SSB4) Ike (SSB4) Ike (SSB4) Ike (SSB4) Ike (SSB4) Ike (SSB4) Ike (SSB4) Ike (SSB4)

Trophies

Ike
Ntsc One of the main characters from the Fire Emblem series. Having fought in the Mad King's War, restored the fallen nation of Crimea, and taken on the Begnion Empire, Ike is rightly called a hero. He has the strength to back the title—one good swing of his blade can launch the heaviest of foes.
Pal One of the main characters from the Fire Emblem series. Having fought in the Mad King's War, played a huge part in restoring the fallen nation of Crimea, and taken on the Begnion Emprire, Ike is rightly called a hero. And he has the strength to go with that title. One good swing of his blade can launch even the heaviest of fighters.
GameCube: Fire Emblem: Path of Radiance (10/2005)
Wii: Fire Emblem: Radiant Dawn (11/2007)
Ike (Alt.)
Ntsc Ike's side smash is a powerful two-handed sword strike. It's one of the best launch attacks in the entire game, though it will leave you wide open when you use it. For Eruption, one of his specials, you stab the ground and unleash a pillar of fire. Charging for too long will hurt Ike, so be careful!
Pal Ike's side smash is a powerful two-handed sword strike. It's one of the best launch attacks in the entire game, so even though it leaves you open, it's a real winner. For Eruption, one of his specials, you stab the ground and unleash a pillar of fire that hits anyone nearby. If you charge it too long, though, you'll hurt yourself, so be careful!
GameCube: Fire Emblem: Path of Radiance (10/2005)
Wii: Fire Emblem: Radiant Dawn (11/2007)
Great Aether
Ntsc Ike's Aether up special is combined with a relentless barrage of sword blows in this powerful Final Smash. He knocks targets into the air with an upward swing, and then they're stuck there as he strikes over and over. Finally, he slams them down to the ground and launches them. Just make sure that first strike hits!
Pal Ike's Aether up special is combined with a relentless barrage of sword blows in this powerful Final Smash. He knocks his target into the air with an upward swing, and then they're stuck there as he strikes again and again. Finally, he slams them down to the ground and launches them. Just make sure that first strike hits!

In Event Matches

Solo Events

Co-op Events

Gallery

Trivia

  • Ike is the only character representing the Fire Emblem universe in all Super Smash Bros. games that does not have an up smash that is a quick upwards stab, nor a neutral aerial that can hit twice. He is also the only Fire Emblem fighter to use an arm and leg to attack (in his neutral combo), excluding Marth, Lucina, and Roy's pummels.
  • Prior to the release of the game, Ike's Eruption flames were their Brawl colour of orange before being changed to blue flames upon release, in order to fit his ingame title from his origin game, "Hero of Blue Flames".